



struct VS_IN
{
	float3 position : POSITION;
	float3 normal	: NORMAL;
	float3 tangent : TANGENT;
	float2 tex		: TEX_COORDS;
};


struct VS_OUT
{
	float4 position : SV_POSITION;
	float4 ws_pos	: WS_POSITION;
	float3 normal	: NORMAL;
	float2 tex		: TEX_COORDS;
};


struct PS_OUT
{
	float4 color : SV_TARGET;
};



VS_OUT VS(VS_IN vin)
{
	VS_OUT vout = (VS_OUT)0;

	return vout;
}


PS_OUT PS(VS_OUT pin)
{
	PS_OUT pout = (PS_OUT)0;
	return pout;
}

	

technique10 Basic 
{
    pass P0 
	{
        SetVertexShader( CompileShader( vs_4_0, VS() ) );
		SetGeometryShader( NULL);
        SetPixelShader( CompileShader( ps_4_0, PS() ) );
	}
}